Considering that wizards have the largest spell list and usually considered the strongest spellcaster with their insane magic versatility (excluding their aversion to healing magic amusingly enough), you can't really call your group versatile unless you have one in the party. The bard could probably handle any social situation so a School of Enchantment Wizard might be unnecessary. I'd suggest either the schools: Divination (the lucky wizard), Evocation (to nuke enemies around the barbarian), or Transmutation (to revive the Cleric on the off chance they die at or past level 14).
Ranged Blaster/Utility: Wizard - Divination OR Sorceror - Any really
Why do I like this? Paladin saves to group and can bounce back up if killed. Grave Cleric negating criticals and can add DPS. Lore Bard is great for control and can easily handle most of the thiefy type stuff while adding their own power from Magical Secrets. Artificer can do decent consistent ranged DPS while adding cover for the group of mainly ranged folks. Lots of utility added to spells also. Divination Wizard for portent, ritual spells and great use of divination magics can make for very strategic plans. Or just go Sorceror with a blaster heavy build.
Throw in a halfling with Bountiful luck.
All day your group is negating powerful rolls and overcoming untimely bad rolls. Good resists and readily accessible magic items.
Honorable mentions: I really love druids and could easily swap one in for tank (moon druid) or another role. Instead of artillerist I could also use a ranger using variant class abilities.
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So I kinda wanna set up a sould 5 man team that can cover and be ready for a lot of things.
Tank- barbarian, guardian of the ancients.
Healer- cleric grave
Combat support- fighter ranged battle master
Magic support- bard (any)
Unsure on the last
Considering that wizards have the largest spell list and usually considered the strongest spellcaster with their insane magic versatility (excluding their aversion to healing magic amusingly enough), you can't really call your group versatile unless you have one in the party. The bard could probably handle any social situation so a School of Enchantment Wizard might be unnecessary. I'd suggest either the schools: Divination (the lucky wizard), Evocation (to nuke enemies around the barbarian), or Transmutation (to revive the Cleric on the off chance they die at or past level 14).
I would suggest either a Wizard or a Rogue. Every good party needs a Skulker and Thief.
Tank: Paladin - Oath of the Ancients
Healer: Cleric - Grave
Magic Support/Face Guy/Thiefy Guy: Bard - Lore
Ranged Attacker: Artificer - Artillerist
Ranged Blaster/Utility: Wizard - Divination OR Sorceror - Any really
Why do I like this? Paladin saves to group and can bounce back up if killed. Grave Cleric negating criticals and can add DPS. Lore Bard is great for control and can easily handle most of the thiefy type stuff while adding their own power from Magical Secrets. Artificer can do decent consistent ranged DPS while adding cover for the group of mainly ranged folks. Lots of utility added to spells also. Divination Wizard for portent, ritual spells and great use of divination magics can make for very strategic plans. Or just go Sorceror with a blaster heavy build.
Throw in a halfling with Bountiful luck.
All day your group is negating powerful rolls and overcoming untimely bad rolls. Good resists and readily accessible magic items.
Honorable mentions: I really love druids and could easily swap one in for tank (moon druid) or another role. Instead of artillerist I could also use a ranger using variant class abilities.